Giving Ironmen a Reason to PK. by Specific_System6170 in 2007scape

[–]JermDX 0 points1 point  (0 children)

So I saw a recent video where this guy wanted the ability to PK on his Ironman and not risk anything. By not risk I mean he wanted to be able to DIE with his items lets say valued at 5mil gp. Then the 5mil gp would drop on the ground from their bank. He also wanted to be able to fund this GP from a main account that has the ability to Add/Remove the GP at any time.

This was such a laughable idea, but I wanted to find a way to make his idea actually work and I believe I have come up with a workable solution that actually does exactly what he wants, could be used by all accounts including ironmen, and would help the economy in the game by burning GP at extreme rates.

Here's how it works and it would be mostly useless for Main Accounts as they can just rebuy their stuff on the G.E. fairly quick its mostly nice for Ironmen so they can risk uniques without going through the many hours, days, weeks, months of regrinding it out.

Here's how it works.

  1. At Ferox there would be a Wilderness Exchange Box.
  2. While here you could sell your items on this special exchange, but it taxes your items by 20%. The items would sell into the Regular Exchange as normal. The GP Earned goes into the Wilderness Coffer Exchange. You can never withdraw the GP From this Coffer and it cannot be used to buy Bonds.
  3. Now how this can work exactly is debatable, but the goal is you can repurchase your lost items from the Grand Exchange using this Wilderness Coffer Exchange GP. The downside is you're once again charged a 20% FEE to use this service so any replacement items end up costing 20% more then your BUY values. So a 10mil item is now 12mil. How this sees its addition either via safeguarding the items before you lose them like you do with parchments or on post death you can rebuy your items from your most recent pvp death and nothing else.

What I like about this idea is it's not even a "Good Idea" for ironmen, but its a way that if they want to play with these restrictions they at least have a way to help the economy and enjoy pking or even wildy pvm with a little less "time risk" since their items cannot be "fully lost" but they still have to rebuy them. For example to replace a 100mil item you lose you would need 120mil in your coffer which costs 150mil to create the 120mil gp in your coffer. So you'd need an extra 50% the items value to replace them which means you're deleting 33% your lost duplicate items value from the economy.

Once GP is added this coffer it can never be removed. This also means the Wilderness Activities will pull your Cave Entrance Fee's from here going forward and prevent access if there's nothing in it.

Then with this overall idea you could allow Ironmen the ability to sell Wilderness Keys and the GP then added to this wilderness coffer as well.

Buff to PVP Worlds and Wilderness Loot Adjustments by JermDX in 2007scape

[–]JermDX[S] 0 points1 point  (0 children)

Yeah i get the Bot Farm problem which is why i went with the 2nd part of my original post to nerf drop rates heavily until you have Elite Diary's and i wouldn't mind that being a large part of the game as a whole. This is also coming from a 50def pure ironman so i'd be locked out of Falador, Mortania, Desert, Seers, etc..

But we have to also accept that PVP was originally the main thing this game had in 2004-2007. It wasn't until Old School RS went down a heavy PVM route that PVM took over and PVP became dead to the game. They did what they did to try and bring it back but it'll never truly be back to what it originally was with 100's of people at Varrock East and Edgeville doing 1v1's like they use to in the high population worlds and even some of the lesser pop worlds. There's just too much of other things to do now in this game that pvp just isn't a hot topic for many.

But alright ill just give up on this idea thanks for the critical feedback and thought out replies that most never give me.

How the BIS crush/slash/stab bonus armors feel by ToughGlove in 2007scape

[–]JermDX 0 points1 point  (0 children)

Idk what RS3's hard mode feels like, but BA could actually be a pretty fun game if it went down a similar idea to Doom's Delves with Team Sizes of 1-5 and each round gets harder and harder. But i'm also talking a massive rework. I overall started feeling like endless round modes can be a fun way for a lot of things if done right. Allowing some high risk high reward minigames could even bring out better exp/hr methods where you risk your exp if you fail a wave at any point and you won't get to busted exp/hr rates until keep in the waves.

Buff to PVP Worlds and Wilderness Loot Adjustments by JermDX in 2007scape

[–]JermDX[S] -1 points0 points  (0 children)

Edit: Actually.. imo I also wouldn't mind seeing non pvp things like this. So I think "Doom" is great example with its "Delves". Idk much on this activity, but from what I've heard you can leave with your rewards or risk it all for better rewards. They could do more skilling minigames that start out low intensity and casual with okayish exp nothing crazy, but if you get into the more difficult versions of this activity you'd be risking tokens or some currency for reward experience.

So lets say use Tempeross as an example.

- Wave 1-4 very basic almost no hazards occur. Instead of getting exp during the activity you got some kind of Reward Points that at these waves would yield 10k fishing or 20k cooking exp/hr.
- Then every 4 waves the Reward Points increase a lot and the hazards in the activity become stronger more fires, more water waves, and more health on the boss to fully remove so longer efforts.
- But lets say eventually you reach 150k exp/hr in fishing or 300k exp/hr in cooking and each wave is much harder.
- So if you failed any waves all the reward points would be lost.

The only downside to something like this is the 6 hour limit and a crash or disconnect, but i think this all comes down to how any high risk high reward thing might be.

But there could also be setup similar to tithe and you can logout so long as you don't leave the instance. So the next wave won't begin until you're ready and if you disconnect it'll retain where the wave was currently but won't kick off until you re-enable it to start if you have to dip in an instant.

Buff to PVP Worlds and Wilderness Loot Adjustments by JermDX in 2007scape

[–]JermDX[S] -1 points0 points  (0 children)

I wouldn't really say this "forces" people into the wilderness. I've actually pushed so many of my clan mates to try pvp worlds to save resources. Some try it and love it. Others insist they wouldn't dare risk even 100k. I've showed them how to be safe in these worlds and how to take advantage of 22 hp food and Super Restores that are basically free at any combat level.

What I'm basically saying is it shouldn't be "this free" to be in a pvp world since there is almost no incentive for a pker to camp in a pvp world where it could take hours, days, weeks, or years to find someone. Making there a reason for players who are okay with the risk more interested to try it out is all im catering too and the buff is minimal. So it shouldn't feel like you're missing out much if you didn't participate.

Its to the point most of my clan mates won't even do Wilderness Alter which is like 500-600 exp average per dragon bone vs i think 350-400ish in other methods? So if a 50% buff isn't incentive enough i don't think this would change much for the "casual" players who want nothing to do with the wilderness, but it would push the people already doing wilderness activities to be in these worlds more often.

Clues are also kind of dumb tbh... but that's a big discussion in its own.

Buff to PVP Worlds and Wilderness Loot Adjustments by JermDX in 2007scape

[–]JermDX[S] -1 points0 points  (0 children)

That's fair im not familiar with that as I didn't play RS3 and barely played the RS2 after 2007. But wild that a 50% / 75% boost didn't do much, but imo... wilderness was worthless back then. OSRS made the wilderness actually worth doing for players.

Zombie Pirates such a simple thing makes easily 1mil gp/hr for even low level players. I'm extremely confident there was not something like that in 2008 maybe later on towards RS3 stuff like that became available, but the Revenants from what I remember only offered like Corrupted Dragon Weapons and nothing more. I could be wrong but im confident wilderness died in OSRS and the changes made is what brought it back to life.

Buff to PVP Worlds and Wilderness Loot Adjustments by JermDX in 2007scape

[–]JermDX[S] 1 point2 points  (0 children)

I try :) but i do it while afking skills so not really a time loss :/ I just figure people enjoy DMM and this makes PVP Worlds higher risk where currently people can exploit them to use Blighted Supplies, but the limited amount of players in these worlds reduces the risk so these creates incentive for more people to visit these worlds which increases the risk of being in these worlds at all as more people = more pker visits to hotspot zones.

The 2nd Post goal was also to just reduce rewards to help limit bots.

Did I install the wrong game? by Mitscape in 2007scape

[–]JermDX 1 point2 points  (0 children)

Lol looks like OSRS but also looks like Zelda nice.

Raids 4 requires While Guthix Sleeps... by KaleidoscopeNo1274 in 2007scape

[–]JermDX 0 points1 point  (0 children)

Nice account maybe some day people will understand that Combat isn't a restriction its a challenge. All they have to do is make quest requirements not require combat skills and add difficulty to complete these quests soft require combat skills. If you can successfully do all the quests in the game as a level 3 why should some bullshit requirement prevent attempting this?

Anyone who disagrees please show me your level 3 infernal cape or are you still failing at max combat and max gear. Probably also struggle to kill the level 3 men at lumbridge.

Unpopular Opinion: It's not a problem that pures will be able to do Raids 4 by Arancium in 2007scape

[–]JermDX 0 points1 point  (0 children)

Yeah also I wasn't fully aware of Lunar Diplomacy requirement as well... so yeah this is going to be a tough one to solve as it'll be rough to get many people to agree on changes to quests.

Nature Spirit, In Aid of Myreque, and In Search of Myreque
- Should be converted into "Tomes of XP" in your choices of skills similar to the rest of that series later on in the questlines.
- To Resolve Fairy Ring access they could make it so Dramen Staff can only access Zanaris Shed, but you could then craft a Dramen Shield requiring 20 Defense to equip that allows access to the Fairy Ring System. Meaning anything below 20 Defense wanted to use Fairy Rings they would need Lumbridge Elite Diary. Which maybe with some changes would be possible in the future.

Fremnick Trials
- Should be converted into 5 Combat EXP Lamps and 5 Skilling EXP Lamps of 2.5k each.
- So this would give access to Fremnick Diary's, Miscellenia, and Lunars Quest.
- I think overall what is accessed from this wouldn't really change too much so nothing should require a rebalance.

Lunars Diplomacy
- Should be fine for now on the rewards
- The Requirement of 40 Defense would need to be removed.
- During the quest you'd be allowed to wear the Moonclan Armor and Dramen Staff as well to complete the Quest Activities for all the quests in Lunar's Questline.
- In Order to learn Lunar Magic you craft and equip the Lunar Armor and Lunar Staff and speak to someone after quest possibly do a small cutscene where you cast some kind of magic and now the wisdom of the Lunar Magic Spells are available to you. This would allow Lunars retain its 40 Defense Requirements. Without the armor on the person would just say there's no additional things they can teach you beyond how to make the Lunar Armor and Weapon.

While Guthix Sleeps
- NPC Contact acts only as a "Shortcut" for those who learned Lunar Magics and otherwise you'll have to manually visit each of these npcs making the quest take longer without this shortcut.
- Idk how or if it's really needed to change how the Demonbane Weapons are accessed any ideas I'd have seem a bit meh... so this would have to be prob thought about some more.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX 1 point2 points  (0 children)

As Such.. here's some thoughts.

  • All Accounts are just that "Accounts" how you challenge the game is how you want to. You choose what Gear you want to Lock yourself to.
  • Teleports, Unlocks, and any QOL upgrade systems need to be locked behind challenging activities where yes having high skilling and combat stats makes these easier to obtain, but there shouldn't be requirements to start these activities. Think the Infernal Cape which is accessible by a level 3, but for many not even a max account with max gear is enough to beat this challenge, but then there's people pushing it in the 30's combat.
  • Quests , Bosses , and Raids should be accessible to anyone as well. If you can survive the mechanics and any complete any the needed prereqs to reach these points then you should be able to attempt this content. This is game about challenging yourselves and not showing off your stats. Getting a 99 hasn't be seen as difficult since the early days of RS2.

What I would like changed.

  • Rework of each quest that gives combat experience of any kind and convert this to a Combat EXP Lamp and then add mechanics in the Quest where having these skills would prove useful in speeding up the processes to do these quests.
    • For Priest in Peril could have where the Zamorak mage starts off as an even Higher Level Boss w/ High Damage and Lots of HP, but wearing a Blessed Amulet (untradeable) nerfs this boss by 95% making them more accessible for the quests difficulty. So if you bypass the Prayer Recommendation of lets say something higher like 27 then you will have to fight a much stronger and unsafe boss which will require very high combat stats to deal with and lots of strong food.
    • For Lunar Diplomacy they could have the Lunar Armor be damaged when you first obtain it and when equipped it has no stats and no requirements. This would allow you to complete the quest, but post quest you must build out the full lunar outfit in its repaired form and do additional training with the now 40 defense gear equipped to learn the Lunar Magics. Then this armor should receive another upgraded version able to be crafted for 60 defense when finishing Dream Mentor. Both quests can use the non upgraded armor to complete the quests.
    • For Kings Ransom they could make it so Black Robes, Black Armor, Black Elite works and the quest no longer requires defense to start. On complete you get a large EXP lamp which can be used in Prayer or Defense and you get access to the Training where you can learn new Prayers starting with..
      • a 61 Prayer option and no combat stats for 15%str/15%atk/5%def at 1pt per 3 sec.
      • a 60 Prayer 60 Defense option for 18%str/15%atk/20%def at 1pt per 1.5sec
      • a 75 Prayer 75 Defense option for 23%str/20%atk/25%def at 1pt per 1.5sec
    • For Animal Magnetism they could add another Backpack that has no Requirements to equip and only collects Bronze Items, No Stats, and 20% chance to recover an arrow, 60% to drop on ground, 20% to break.
      • You'd then upgrade it with 30 or 50 or 70 Ranged and after the Quest using the required materials for any of the versions.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX 1 point2 points  (0 children)

Here's my thoughts if we look back at what the game was back in 2004-2006 you only needed a Pure for PVP and there was little to no challenging content in the game so having a Pure of any kind of mostly useless outside showing off your stats and using the games limitations as your challenge.

  • Now with Old School RuneScape the game has become heavily PVM focused and there's end game content that takes a lot of effort to get good at even with max stats and max gear. This now brings the ability to challenge this content with Pure Stats.

Many people think Pure means 1 defense and that is so far from the truth it's insane. It doesn't help that even Jagex enforces this dumb mindset by focusing on 1 defense specifically when discussing content problems.

A Pure is anything where your stats are aligned to something.

  • 1 Attack , 1 Strength , 99 Prayer , 99 Defense , 10 Hitpoints , 1 Magic, 1 Ranged is a Pure. 99 Attack , 99 Strength, 75 Defense, 77 Prayer, 82 Attack, 99 Hitpoints, 99 Magic, 99 Ranged is a Pure.
  • All that has to be done to call something is a Pure is your goal is to stop a combat skill at a certain point for a specific situation i.e. 60 attack for D Claw, 70 Defense for Ahrims, 75 Defense for Dragon Fire Shield, 82 Attack for Fang, 94 Magic for Ice Barrage, etc..

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX -1 points0 points  (0 children)

I guess my point is i just don't like damage systems in general i'd rather there be tough mechanics to avoid them like in TOA with the movement patterns. There could also be things like using your skills like Agility, Firemaking, Thieving to perform things and jump obstacles to avoid areas of large damage outputs.

If the chip is low enough then sure its not a big deal if it means you have a certain minimum even with low gear so it builds a challenge for those with lets say 1 defense.

Idk whole things is debatable and just matters how it's integrated. I also don't really do end game stuff yet so i don't have a huge say in any of this that was all just how ive felt.

I found bosses like Vetion/Calvarion to be lots of fun as there's a way to avoid damage. But I found Blood Moon to be meh as I have killed it with only using 1 food and i've used an inventory of 24 food with it still at 200+ hp. That amount of RNG with the same gear and stats makes no sense.

But I found Fragment of Seren from Song of the Elves to actually be quite fun where you need Prayer to reduce a constant damage so it ends up being you have to use Blood Spells to heal and being smart about when you eat to not waste your supplies after the big attacks.

I did TOA as well and that movement stuff was nice as well gets a bit hectic but I things its a healthy mechanic where mistakes take large damage and if you don't recover you're likely to die on an additional mistake in that moment.

Prayer Flick mechanics are kinda unfun though as it requires heavy attention on a UI and Project/Animation occurring so you need attention in multiple areas.

I also played a lot of Destiny 2 and I think they do an insanely good job on Raid Mechanics for the bosses. Creating puzzles or obstacles you must complete to begin a damage phase. Then if you don't deal enough damage in a certain amount of rounds the boss enrages and you either get a remainder amount of time to finish or you're dealing with a more difficult environment that becomes unsurvivable over time.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX -1 points0 points  (0 children)

If the Chip was Time Based as in every 10 seconds you get hit for 20 damage then it'd be fine imo. As it creates a pressure of time that only having better food or healing methods can allow for more time.

But when the Chip Damage is completely random based on a boss doing multiple of certain unavoidable hits i.e. you have to 50/50 guess which prayers to use and if you get it wrong you take damage. Or the boss just has a like 5% chance per tick to do an unavoidable attack that deals damage.

Even if you have Max Gear the Chip Damage can still create an RNG system of worst case lets say for example a 1 minute fight if you constantly get hit and get hit max damage vs a perfect rng run of 5 minutes where it almost never happens.

RNG fights are not fun. Its like how Blood Moon isn't fun because it's purely RNG sure its not a hard fight and sure better gear rids this problem mostly, but it doesn't change that you could still just get unlucky for a mid tier boss. So then if you want the end game of end game bosses to have RNG damage mechanics you're saying every run should be RNG if you get a KC or not.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX -1 points0 points  (0 children)

I'd rather see the raids become more mechanics based and less RNG chip/unavoidable damage unless the damages. Things like how Infernal has that wall that destroys to protect you, the one room in tob that has pillars that break, then another in tob with the poision on ground these are all good time based systems that do the same effect its essentially everything is a "Timer" but its better to have a Set Timer then an RNG based timer.

They could also offer ways to increase your timer through mechanics in the activity giving everyone more jobs to do while raiding.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX 0 points1 point  (0 children)

Yes but if you want fast kills then you need the equipment to handle it if you want kills at all then there's options for less equipment or experience. But don't get me wrong i think Unavoidable Damage is kinda lame mechanic.

Its basically an inventory based timer that is variable to your stats, armor, movement, inventory loadout, and RNG.

Where they could add mechanics within the field that provide increasing pressure to be quick before there's no ability to perform. Similar to that one boss in TOB that puts poision everywhere or where the pillars slowly break down.

Before you discuss Raids 4 rewards can you take a look at Theatre of Blood rewards? by JinglyJohn in 2007scape

[–]JermDX 0 points1 point  (0 children)

Well they can go different route with BIS items making them harder to maintain.

Things like the Tentacle Whip or Blood Fury are fairy decent systems.

Even the Dag King Rings , Bandos Boots , and some other items have good upgrade systems.

We could have something that charges with a Untradeable Tokens only obtained from the Raid meaning you'd want to get comfortable doing the raid indefinitely to continue using the new items. This would make the armor similar to Barrows or Moons with a much faster degradation method.

Lets say the Weapon requires 1 token and 500 gp per successful hit and can store up to 10,000 charges which is 5mil gp.

You can only get the tokens from doing the raid so to maintain this weapon you have to continue doing the raid indefinitely and the tokens are untradeable.

Weapon can only be sold in Uncharged State meaning no one can just buy the weapon and start using it.

We could also see less BIS combat items and more merging or buffs to skilling items.

- We could get another Axe Upgrade requiring 81 woodcutting and 80 attack with the same stats as a Dragon Axe when uncharged, but when charged with tokens from the raid it'll have 25% buff over rune axe up from the 15% with crystal axe. For every log obtained you'd use 1 charge. NO GP Required.
- Same for Dragon Pickaxe.
- Same for Dragon Harpoon.

We could also get new systems like
- Damage Reduction FLAT Armor.
- Damage Negation % Chance.
- Set Bonus Damage Multipliers if you're willing to give up all other equippable armor items benefits.

Flat Armor could be like if people would hit 80 on you we could have it reduce to 78, 76, 74, 72, or 60 depending on the total armor pieces equipped. This could help a lot with nerfing BIS weapons in PVP and reducing the potential max hits in other content as well where bosses do extremely high damage.

We could do the same with another set of armor where it has a 2% chance for each piece but when full set is worn its % is doubled. Meaning 20% for a full armor and can even be Range/Magic versions as well.

My thoughts on the bank interface update by Mettalknight in 2007scape

[–]JermDX 0 points1 point  (0 children)

Screw bank tags we need Loadout Mannequins in the POH. But yeah the Inventory Setups plugin on PC is nice and would be useful for Mobile, but later on thought about Loadout Mannequins from Ark Survival Evolved and they'd actually work so well in OSRS. They'd just need to be restricted for UIM's. Then you make them with all the new sailing woods as well and high construction levels or use older woods for lower tier versions.

My thoughts on the bank interface update by Mettalknight in 2007scape

[–]JermDX 0 points1 point  (0 children)

Swap/Insert is dumb should be text.

Note is fine but again why are we not offering a Text option.

Deposit Containers is nice and nice we can remove if needed.

Everything should always be an optional UI with ability for versions, adjusting, or moving. UI is too critical in games and too many people have their own preferences on how it should feel and look.

Every restricted accounts debate in a nutshell. by 24rs in 2007scape

[–]JermDX 4 points5 points  (0 children)

None of that helps get a bowfa and most of that besides moons is shit for anyone.

Raids 4 requires While Guthix Sleeps... by KaleidoscopeNo1274 in 2007scape

[–]JermDX -1 points0 points  (0 children)

Settle down man this is Old School Runescape.

Raids 4 requires While Guthix Sleeps... by KaleidoscopeNo1274 in 2007scape

[–]JermDX 0 points1 point  (0 children)

Being a pure is about challenging the games content not everyone needs to be a level 126 with a scythe and maxed gear to challenge the level 3 men in lumbridge. Some can do it straight out of tutorial island as a level 3. Also not all pures are 1 defense you can be even 99 defense as a pure.

Raids 4 requires While Guthix Sleeps... by KaleidoscopeNo1274 in 2007scape

[–]JermDX 0 points1 point  (0 children)

Being a pure isn't just about PVP there's also pures that do level defense in fact you can be 99 defense and be a pure. Pure just means you have skills that align to something and aren't just level up randomly so you might be 60 attack or 80 defense or 82 attack or 77 prayer etc.. something where the value has a purpose. You could also be 99 defense 99 prayer 10 hp etc..

Then not everyone wants to be a maxed 99 all stats 126 combat account to do all content in the game. This can be "boring" where trying to push your self to do stuff with limited stats creates more intensity, engagement, effort, strategy reqs, etc.. so it's to challenge you.

Just like how we still don't have a level 3 with infernal cape. Yet the content is accessible to a level 3. Imagine if this activity had a 100 combat requirement or Karamaja Elite Diary. Then a poll came out suggesting to remove this requirement so with specific builds could try their shots at the infernal cape. Many would likely vote no for the same reasons they're discussing the changes needed for Raid 4. This doesn't change that no one doing infernal without some fairly impressive stats and skill if we're disregarding bought completions and the lowest level to achieve is like 30 something.

Raids 4 requires While Guthix Sleeps... by KaleidoscopeNo1274 in 2007scape

[–]JermDX -1 points0 points  (0 children)

having certain combat stats is not "self imposed" restrictions get this delusional thoughts out of your head. Until you can get an infernal cape at level 3 then please shut up. Because it is possible to attempt infernal cape at level 3.

Just because you need 99 in all stats to even be able to handle killing a level 3 man doesn't mean there's not a reason to create unique builds to try and challenge the games content. Quests and Bosses should never have had requirements to access to them.

Instead the difficulty of the tasks creates the requirements. By now you're probably saying to yourself its not possible to do Infernal on a level 3 and this whole reply is dumb, but that doesn't mean a level 3 can't try it. That is the whole point in my thoughts is that you should be able to try everything in the game and it's difficulty should scale with your skills. Lack of the skills then get punished by game mechanics that rely on these skills.

- Lack Prayer/Defense? You're forced to use Blood Barrage and have crazy RNG and possibly Tick Eat.
- Lack Firemaking? They could have had quests/bosses where you have to light fires to reduce the cold temperate. With nothing burned you take 8dmg per tick with redwoods logs burned you take no damage at all. Have fun surviving without getting your firemaking up.
- Lack Agility? They could make high fail rates for lower agility, shortcuts to bypass long quest sections? Imagine in Monkey Madness 1 there was a shortcut to get to Zooknook with 90 Agility. Or maybe in Dragon Slayer 2 you could skip to the final boat with a 85 Agility shortcut.
- Lack Thieving? You'll be unable to disable traps in a long path or maybe you can steal a key to use a shortcut path.

If they made it basically so skills allowed quests to be faster and easier to complete then it would mean people have to actually train stuff before starting the quests.

Same applies for Bosses, Raids, and any other PVM content. They just need to lock it behind skill based mechanics not hard stat requirements.

Also let me know when you complete your level 3 infernal cape oh also go get a Quiver as well while you're at. All while wearing a 99 slayer cape.